/Engine/Plugins/Runtime/ApexDestruction/Source/ApexDestruction/Public/DestructibleComponent.h
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=Physics, HideCategories=(Object, Mesh, "Mesh|SkeletalAsset", "Components|SkinnedMesh", Mirroring, Activation, "Components|Activation"), Config=Engine, EditInlineNew, Meta=(BlueprintSpawnableComponent)) class UDestructibleComponent : public [USkinnedMeshComponent](API\Runtime\Engine\Components\USkinnedMeshComponent), public [IDestructibleInterface](API\Runtime\Engine\IDestructibleInterface)
bool
bEnableHardSleeping
Enable "hard sleeping" for destruction-generated PxActors.
uint32: 1
bFractureEffectOverride
If set, use this actor's fracture effects instead of the asset's fracture effects.
TArray< struct ...
FractureEffects
Fracture effects for each fracture level. Used only if Fracture Effect Override is set.
float
LargeChunkThreshold
The minimum size required to treat chunks as Large.
FComponentFract...
OnComponentFracture
Called when a component is touched